Okay but you guys are talking about games where difficulty is a part of the game's identity so it makes sense in those cases to block off powerful items/weapons. But games like Legend of Zelda, Pokemon or other games where difficulty isn't part of the identity of the game or a major element of the plot/gameplay? Powerful items should absolutely not be blocked off.

x2 Difficulty was a major design decision in Breath of the Wild though. You're meant to be in an unfriendly, unfamiliar world overrun by monsters After the End, starting out with nothing but the clothes on your back and what you can scavenge. The world and monsters are trying their hardest to put you down for good, and you've got to adapt and grow so you survive.

The resource management is integral to feeling like that wasteland survivor trying to patch together your life and salvage what good remains in the world. You slowly, but surely strengthen yourself and refine your skills and become that hero that you used to be in the far past. Being able to spam unbreakable weapons or overly strong weapons with little to no thought would run counter to the entire design philosophy and plot.

Uh... The point of an open world game isn't quite as simple as "do what you please." Most open world games still have elements of survival and scavenging/resource management within them. Fallout is open world, but it doesn't just turn on god mode for you and let you win the game effortlessly with no thought. You still have to manage your health, ammo, find guns and other things.

edit: Basically, an open world game is a game where you are dropped into an expansive, wide setting full of various enemies, NPCs, locations, and loot, and you're encouraged to explore and survive/thrive. You can theoretically do what you want, but not for free/without any challenge unless you're playing god mode or the design is poor.

I mean, I think some of you guys are coming on a little strong, but 'open world games aren't supposed to have meaningful balance unless the player decides to impose a challenge on themselves' is a legitimately bizarre point of view that I've never encountered before.

"Canada Day is over, and now begins the endless dark of the Canada Night."

I'll just say that, from my perspective, breakable weapons shouldn't have been necessary to gate off powerful weapons because I feel that a Zelda game shouldn't even have swords that are arbitrarily 50 times stronger than other swords. That kind of progression-by-bigger-damage-numbers nonsense catapults me out of the game world, and is also a really boring way to distinguish between two weapons.

I apologize if I'm repeating myself (I don't remember all of the weapons discussions in here), but I'd have really enjoyed it if the game had a small variety of weapons defined by more intricate movesets. You recover Mipha's spear and now you can learn spear moves and maybe do cool water stuff with it, instead of breaking it on a Guardian's face and tossing it away.

ILikeRobotsHinata Wearing a Sombrero
from a halidom, whatever the heck that is
Relationship Status: You cannot grasp the true form

Yeah, the Champions' special weapons should have, at least if they couldn't be unbreakable due to design, been on a cooldown-based system like the Master Sword. They're more meaningful/personal than your average weapon, and these were the Champions, so them being magical like the Master Sword wouldn't be out of left field.

Them having extra powers would've been neat too. Just something more than the single power per Champion we got.

Or at the very least have them be end game level weapons. I mean, there's this complicated way to reforge Mipha's spear, and yet it was obsolete about five minutes after you first got it. So why bother?

I didn't mind the breakable weapons too much, because I tend to get into ruts with weapons and this absolutely forced me out of it. But there are better ways to do it. Warframe has a weapon system I love, and Starlink: Battle for Atlas did a watered-down version of it that people here might be more familiar with.

Having mundane weapons breakable and magic ones non-breakable kind of jumps out as the simplest solution, but I guess if you have a reasonable pool of the later, you do run the issue of either obsoleting the mundane ones or making the magic ones too hard to obtain.

32ndfreezeIf you get yourself killed I will skin you alive
from Australia
Relationship Status: Dating Catwoman

In my head, I always imagined a Link's Awakening remake with cinematic cutscenes and "standard" models. This is the opposite of that. It's certainly cute, though.

I'm just not fond of Link's voice. It's too boyish. I always imagined him as 15-16 in ALTTP and LA, so he would likely have a more youthful voice than the other Link's but it'd still be deep. Here he just sounds like Young Link. They used the same young tone in the other games starring this design, but I was hoping for a more mature voice.

I'm not really a fan of this graphical style, it's a bit too clean and doesn't properly convey the atmosphere of the game. Maybe I'll be proven wrong when the game comes out, but I'm not too excited for this atm.

It's the end of the world as we know it, and I feel fine.
...not really though.

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